
Albion, The Eye |

I am not 100% sure on the NPC class. I am leaning on Expert - think it fits the nature of a character used to the outdoors. Though admittedly If going the Inquisitor path, I may feel a tad overwhelmed with skills :D So adept might not be a bad option, even if I do not see him like a religious/pious character.
If going the cleric route, and even knowing what most people around the Paizo forums think about losing caster level progression, I will very much likely go Expert - will be good to have more class skills to choose from. Or do I need to start as Adept or Aristocrat?
I have GMed one module in the Falcon Hollow area - hope that is not an issue?

RHMG Animator |

RHG.- Tell me more about what youre thinking?
Albion what npc class would you take for the level 1? remembering Adept keeps caster level at 2. Expert adds class skills. warrior adds martial weapons and armor. aristocrat...well adds a lot of most things. Commoner gets boost in stats.
The character idea is a frontliner.
The original full character idea was a Elven Half-minotaur Barbarian, but since we'll be starting with a NPC class, I'll likely start off with Commoner, and likely keep to my favorite starting stat array of 14,14,13,13,12,12 and likely use the 1d4 stat points for boosting either the 13s or 12s.
Now since Commoner doesn't have weapons and armour, I might switch commoner to either warrior or aristrocrat (so I can get some armour and weapon profs, and just use the starting stat array and reduce 13's to 12s as needed.
The LA of the template is +1, so I'll only be starting with just an NPC class, and the LA would be gone by around levels 4-6, I recall the monsters as PCs section of the Bestiary, though if referring to 3.5 rules on LA reduction from Unearth Arcana, when I get the 3rd class level, my LA of +1 is reduced to +0.
And I recall an LA of +2 is reduced at levels 6 and 9.
If you figure the template is too powerful, I should mention that given the dungeon, the character will have some trouble given the large size and might need to squeeze through some passages, might even need to switch from their big blade to some smaller ones in such small to them spaces.
I'll send the full template to you a bit later in a PM or in a spoiler in the thread.

RHMG Animator |

Fair enough, seems I'll have to keep that one shelved.
And guessing a Draconic Human Cleric idea would also be out....

RHMG Animator |

Guessing I misread your first response then, so no ideas that use templates from my character idea shelf.
I do have few more ideas that I found on my idea shelf;
A Tiefling Cleric(Theologian), a Half-elf Witch(Winter), Changeling Fighter(Brawler), and Elf Rogue(Normal Chained), and Half-elf Fighter(Two-Weapon)

Albion, The Eye |

Ok, I have got a first draft of the character ;)
Helgash
Male half-orc expert 1/inquisitor (sacred huntsmaster) of Erastil 1
NG Medium humanoid (human, orc)
Init 3 (+5 during surprise rounds); Senses darkvision 60 ft.; Perception +10
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Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (2d8+3)
Fort 5, Ref 5, Will 8
Defensive Abilities sacred tattoo[APG]
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Offense
--------------------
Speed 30 ft.
Melee cold iron morningstar +2 (1d8+2 B & P)
Ranged orc hornbow +3 (2d6+2 P/×3)
Inquisitor (Sacred Huntsmaster) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—divine favor, keep watch
. . 0 (at will)—create water, detect magic, disrupt undead, guidance
. . Domain Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 8
Base Atk +0; CMB 2; CMD 15
Feats Alertness, Point-Blank Shot, Scribe Scroll
Traits deadeye bowman, fate's favored
Skills Acrobatics +6, Climb +4, Handle Animal +3, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +6, Perception +10, Profession (tanner) +6, Profession (trapper) +6, Sense Motive +9, Survival +7, Swim +4; Racial Modifiers +2 Intimidate, +1 Perception
Languages Common, Goblin, Orc
SQ animal companion (horse (bodyguard) named Animal Companion), eyes of the hawk, monster lore +2, orc blood, shared vigilance, stern gaze +1
Other Gear lamellar (leather) armor[UC], heavy wooden shield, cold iron morningstar, orc hornbow (+2 Str), flint and steel, masterwork backpack[APG], trail rations (5), winter blanket, Animal Companion, bedroll, military saddle, saddlebags, waterskin, 512 gp, 9 sp
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Special Abilities
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Animal Companion (animal companion (horse (bodyguard) named Tark)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Darkvision (60 feet) You can see in the dark (black and white only).
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Inquisitor (Sacred Huntsmaster) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacred Tattoo +1 to all saves.
Shared Vigilance (Ex) Gain Alterness feat when adjacent to animal companion.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
--------------------------------
I decided to go with the Expert/Inquisitor, since it allows me a wider array of Skills.
I am on the fence regarding the animal companion - I was planning on going with a horse, to keep it simple. But my concern is the usual regarding animal companions - mobility, fitting in tight spaces, etc. Alternatively, I considered a wolf, a cat (leopard or tiger), or an axebeak. Any suggestions here, or should I rethink the animal companion completely?
Another question - how much gold do we start with?
Last question for now (depends also on the starting wealth :P) - would an orcish hornbow be allowed as a weapon for Helgash?

GMMichael |

I like him so far. Yes Id allow the Hornbow. It fits with the character concept.
Horse wouldnt be a good choice for an Animal Companion. A good portion of the campaign will be in dungeons, and that wouldnt be easy to do with a horse.
ones Id allow/recommend.
Badger
Bear
Eagle, Hawk, Owl
Firepelt Cougar (Leopard-Small Cat)
Cooshee
Goblin Dog
Orc Warcat
Giant Weasel
Wolf
Starting Wealth would be 700 Gold + 100 gold for tools of the trade from being a trapper/hunter
That would roughly keep you in line with everyone else.

RHMG Animator |

Got it down to three after building some quick basic builds; Tiefling Cleric, Half-Elf Witch, and Changeling Fighter.....
Since I can't seem to decide, I'll toss some dice
rand: 3d20 ⇒ (14, 16, 16) = 46 Cleric, Fighter, Witch
So a tie on the highest....
rand: 2d20 ⇒ (4, 1) = 5 Fighter, Witch
Looks like Fighter won.
So I'll get to work on completely building that one.

Albion, The Eye |

Gonna grab that feedback and complete the character GMMichael - I think I will go with the Wolf then. I like the feel of it.
What are your thoughts on armor for animal companions? Any that strikes you as adequate? On par with that, is there anything like a spiked collar in Pathfinder? If we are out in the wild, he will need one.
@RHMG Animator: None of my business, but in this group and setting I would consider the witch a really nice fit ;)

RHMG Animator |

...
@RHMG Animator: None of my business, but in this group and setting I would consider the witch a really nice fit ;)
I know it had a nice fit, but the other ideas also had a good hold on potential for RP.
Part of me is Tempted to make both of the fighter and the witch and see which one is better, and or I submit both.
And I forgot that +1d4 for stats.....
rand: 1d4 ⇒ 4

Albion, The Eye |

There are no spiked collars within the game. There are magic item collars. to me that means theyd be more like an amulet or ring would be for a human and therefore not add any ac capability.
Im ok with barding within reason.
Was not so much as AC, but more along the lines of preventing being bitten in the throat, like hunting dogs used to have.
Completely forgot this also (I had just went with 17 points for some reason): 1d4 ⇒ 4
That was nice, but does not make much of a difference I think :P

RHMG Animator |

Since I'm now looking at making both the Fighter and the witch,
I'll answer the 4 questions for both of them;
What I want-
1. Character Concept- Name, race, class what makes the character stand out
2. What 2 traits you will choose.
3 what class direction you wish to take tentative
4. Why you are in The Hollow.
Name: Ayla Noya Aiba
Race: Changeling(Slag-may)(Ulfen)
Class: Fighter(Brawler)
Standout: how many people take Fighter now a days, and she's got stature.
Traits: Armour Expert, Bastard (Sense Motive)
Class Plans: Going full Fighter non-stop
Reason being in the Hollow:
A Traveling merchant caravan was going to the Falcon's Hollow with her as Hired Muscle to protect the Caravan.
The Caravan was attacked by a troll, and a very Large, more like huge troll that sent her flying into a nearby river with a swing of his club, and also it knocked her out as she drifted. When she came to, she didn't know where she was and started to wander hoping to find a road or something to help her get to a town or hamlet, where she could get a new job.
What I want-
1. Character Concept- Name, race, class what makes the character stand out
2. What 2 traits you will choose.
3 what class direction you wish to take tentative
4. Why you are in The Hollow.
Name: Anna Bridgette
Race: Half-Elf(Ulfen)
Class: Witch(Winter+Seducer) //Added it more for switching up the stats and augmenting the Charm Hex I would of taken and to match more with her deity.
Standout: She'll be more a healer in down time then any cleric could.
Traits: Magical Lineage, Wayang Spellhunter
Class Plans: Going Full witch, and taking the Winter Witch PrC around levels ASAP or a level later then that.
Reason being in the Hollow:
She's normally up in a Mountain village, but has felt a calling for her to come down out of the cold mountains and to do something in the Darkmoon Vale.

Albion, The Eye |

Ok, I think Helgash is basically finished:
Helgash
Male half-orc expert 1/inquisitor (sacred huntsmaster) of Erastil 1 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Ultimate Wilderness 187)
NG Medium humanoid (human, orc)
Init 3 (+5 during surprise rounds); Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (2d8+3)
Fort 5, Ref 5, Will 8
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron morningstar +2 (1d8+2 B & P) or
. . silver dagger +2 (1d4+1 P or S/19+)
Ranged orc hornbow +3 (2d6+2 P/×3)
Inquisitor (Sacred Huntsmaster) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—divine favor, keep watch
. . 0 (at will)—create water, detect magic, disrupt undead, guidance
. . Domain Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 12, Int 12, Wis 14, Cha 8
Base Atk +0; CMB 2; CMD 15
Feats Alertness, Point-Blank Shot, Scribe Scroll
Traits deadeye bowman, fate's favored
Skills Acrobatics +6, Climb +4, Craft (bows) +7, Handle Animal +3, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +6, Perception +10, Profession (trapper) +8, Sense Motive +9, Survival +7, Swim +4; Racial Modifiers +2 Intimidate, +1 Perception
Languages Common, Goblin, Orc
SQ animal companion (wolf (bodyguard) named Tark), eyes of the hawk, monster lore +2, orc blood, shared vigilance, stern gaze +1
Other Gear lamellar (leather) armor[UC], heavy wooden shield, cold iron morningstar, orc hornbow (+2 Str), silver dagger, arrows (40), blunt arrows[APG] (15), bedroll, flint and steel, masterwork backpack[APG], masterwork tool, masterwork tool, silk rope (50 ft.), trail rations (5), waterskin, winter blanket, Tark, studded leather barding, 70 gp, 3 sp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (wolf (bodyguard) named Tark)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Darkvision (60 feet) You can see in the dark (black and white only).
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Inquisitor (Sacred Huntsmaster) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacred Tattoo +1 to all saves.
Shared Vigilance (Ex) Gain Alterness feat when adjacent to animal companion.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
And Tark:
Tark CR –
Male wolf (bodyguard)
N Medium animal
Init 2; Senses low-light vision, scent; Perception +7
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Defense
--------------------
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 natural)
hp 17 (2d8+4)
Fort 5, Ref 5, Will 1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +2 (1d6+1 B & P & S plus trip)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB 2; CMD 14 (18 vs. trip)
Feats Alertness, Light Armor Proficiency
[b]Skills Acrobatics +1 (+9 to jump), Perception +7, Sense Motive +3, Survival +2 (+6 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ animal focus, shared vigilance
Other Gear studded leather
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Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shared Vigilance (Ex) Gain Alterness feat when adjancent to master.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
Out of curiosity, do Animal Companions benefit from the bonus feats?

GMMichael |

ok im looking for a replacement.
One of the players has been absent for an extended period of time...
Party is
Thallin Human 1st Commoner/1st Occultist
Alexander Half-Elf 1st Aristocrat/1st Rogue
Straug Dwarf 1st Warrior/1st War Priest
Cathoris Human 1st Adept/1st Magus
Helgash Half-Orc 1st Expert/1st Inquisitor
--Animal Companion-Tark Wolf
replacing
Kronk 1st Commoner/1st Brawler
Im not looking for a quick replacement this time. Ill npc Kronk til a good point to bring a person in. Which depending on who it is may be quickly.
they are close to going up to a 2nd level of their actual class

GMMichael |

I truly wish youd just pick one character that you really want to play...and submit this...
What I want-
1. Character Concept- Name, race, npc-class/pc class what makes the character stand out
2. What 2 traits you will choose.
4 what class direction you wish to take tentative---pc class.
3. Why you are in The Hollow.

RHMG Animator |

I keep them around should I get passed over again, and update as needed, that and one could fit a parties need better at different times.
Also with fleshed out ideas I can better weigh them against each other.
The new one fits best given the area, so I'll be submitting that one.
Just working on Equipment and typing out the backstory.
If we are starting in our 2nd level of adventure classes what would be the character wealth? As I don't know if it is 1,000, or 3,000 gp.

Mad Marvin Dundlerock |

This is Dorian Grey's work in progress.
1. Character Concept- Name, race, npc-class/pc class what makes the character stand out
Mad Marvin Dundlerock
2. What 2 traits you will choose.
Source Ultimate Campaign pg. 61
You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.
and I am currently looking for the 2nd.
4 what class direction you wish to take tentative---pc class.
I went Commoner, because dwarven Cha is bad....ummm...k.
Commoner: 1d4 ⇒ 3
3. Why you are in The Hollow.
He is a Hermit; secluded himself about the Crag, although he does come down for supplies on occasion.
Any questions, concerns, new boots will be welcomed!
I am currently leveling him down, down, down....

Mad Marvin Dundlerock |
1 person marked this as a favorite. |

Would this Trait stack with his Oracle Curse?
Source Dwarves of Golarion pg. 11
Requirement(s) Dwarf
You are able to tap into the living energy of the world to shatter lesser magic. You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance.
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease. Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher. At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time. At 10th level, you are immune to charm spells and spell-like abilities. At 15th level, you gain spell resistance equal to 10 + your oracle level.
It definitely is thematically fitting.

GMMichael |

I need a replacement here.
Game currently has as the party
Helgash 1st Expert/2nd Inquisitor {Sacred Huntmaster}
Animal Companion {Bodyguard) Tark The Wolf.
Alexander 1st Aristocrat/2nd Rogue {Phantom Thief}
Cathoris 1st Adept/2nd Magus {Staff Magus}
Straug 1st Warrior/2nd Warpriest
Mad Marvin 1st Commoner/2nd Oracle {Hermit}

Robert Henry |

He GMMichael, Certainly a few friendly faces.
I went and took a look at the characters: Helgash is a shooter, Mad Marvin is a healer, Straug is a two handed fighter, Alexander is a rogue with a big sword and Cathoris is a staff magus. I was initially thinking a Full BAB frontliner with heavy armor, then went and read a little more. The highest charisma is the hermit. (Really guys?) I guess in all fairness it was your face that left. So I'm considering a Bard. I've a character that spent some time in Falcon's Hollow. She's a bard, was originally human, but I may consider halfling. I will need to look at adept, then decide if she has an archetype.
The determining factors for the NPC classes are a little confusing. Can a bard's 0-level start as either an adept, expert or commoner?
point buy modifier: 1d4 ⇒ 1
HP for 2nd and 3rd lvl.: 2d8 ⇒ (2, 8) = 10 so 2nd would be 5,

GMMichael |

So the original party had an Expert going for Ranger, A Commoner going for Brawler, a Commoner going Occultist.
Helgash replaced the Expert/Ranger
Mad Marvin replaced the Commoner/Brawler
your character will be replacing the Commoner/Occultist.
But dont let it cause any constraint. Just make a character you like that will be fun to play. This is a good group.
and ys...lots of 'friendly faces'

Robert Henry |

But dont let it cause any constraint. Just make a character you like that will be fun to play. This is a good group.
and ys...lots of 'friendly faces'
At this point it's thinking about characters I've played before that I enjoyed who's games didn't make it very far. I was thinking Naomi, who was originally a bard. I'll look at a couple of others as well, and get back tomorrow morning.